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Speech Acts in a Dialogue Game Formalisation of Critical Discussion Jacky Visser 1 Ó The Author(s) 2016. This article is published with open access at Springerlink.com Abstract In this paper a dialogue game for critical discussion is developed. The dialogue game is a formalisation of the ideal discussion model that is central to the pragma-dialectical theory of argumentation. The formalisation is intended as a preparatory step to facilitate the development of computational tools to support the pragma-dialectical study of argumentation. An important dimension of the pragma- dialectical discussion model is the role played by speech acts. The central issue addressed in this paper is how the speech act perspective can be accommodated in the formalisation as a dialogue game. The starting point is an existing ‘basic’ dialogue game for critical discussion, in which speech acts are not addressed. The speech act perspective is introduced into the dialogue game by changing the rules that govern the moves that can be made and the commitments that these result in, while the rules for the beginning, for the end, and for the structure of the dialogue game remain unchanged. The revision of the move rules is based on the distribution of speech acts in the pragma-dialectical discussion model. The revision of the commitment rules is based on the felicity conditions that are associated with those speech acts. Keywords Critical discussion Dialogue games Formalisation Pragma- dialectics Speech acts The present paper is a revised and extended version of a paper presented at the European Conference on Argumentation (Visser 2016). & Jacky Visser [email protected] 1 Speech Communication, Argumentation Theory, and Rhetoric, University of Amsterdam, Spuistraat 134, 1012VB Amsterdam, The Netherlands 123 Argumentation DOI 10.1007/s10503-016-9404-8

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  • Speech Acts in a Dialogue Game Formalisationof Critical Discussion

    Jacky Visser1

    � The Author(s) 2016. This article is published with open access at Springerlink.com

    Abstract In this paper a dialogue game for critical discussion is developed. Thedialogue game is a formalisation of the ideal discussion model that is central to the

    pragma-dialectical theory of argumentation. The formalisation is intended as a

    preparatory step to facilitate the development of computational tools to support the

    pragma-dialectical study of argumentation. An important dimension of the pragma-

    dialectical discussion model is the role played by speech acts. The central issue

    addressed in this paper is how the speech act perspective can be accommodated in

    the formalisation as a dialogue game. The starting point is an existing ‘basic’

    dialogue game for critical discussion, in which speech acts are not addressed. The

    speech act perspective is introduced into the dialogue game by changing the rules

    that govern the moves that can be made and the commitments that these result in,

    while the rules for the beginning, for the end, and for the structure of the dialogue

    game remain unchanged. The revision of the move rules is based on the distribution

    of speech acts in the pragma-dialectical discussion model. The revision of the

    commitment rules is based on the felicity conditions that are associated with those

    speech acts.

    Keywords Critical discussion � Dialogue games � Formalisation � Pragma-dialectics � Speech acts

    The present paper is a revised and extended version of a paper presented at the European Conference on

    Argumentation (Visser 2016).

    & Jacky [email protected]

    1 Speech Communication, Argumentation Theory, and Rhetoric, University of Amsterdam,

    Spuistraat 134, 1012VB Amsterdam, The Netherlands

    123

    Argumentation

    DOI 10.1007/s10503-016-9404-8

    http://crossmark.crossref.org/dialog/?doi=10.1007/s10503-016-9404-8&domain=pdfhttp://crossmark.crossref.org/dialog/?doi=10.1007/s10503-016-9404-8&domain=pdf

  • 1 Introduction

    Computational methods are becoming increasingly important in the study and

    teaching of argumentation. The use of computational support tools opens up

    research opportunities in argumentation studies that would not exist otherwise. A

    good example of such a new opportunity is the use of computer programs for

    argument mining (cf. Lippi and Torroni 2015) to do quantitative studies into the

    argumentative content of large corpora, at a speed human analysts can only dream

    of. In the teaching of argumentative skills as well, the addition of e-learning

    modules to existing educational methods can be of great benefit (cf. Scheuer et al.

    2010).

    One of the main contemporary theories used in the study and teaching of

    argumentation, is the pragma-dialectical theory developed by van Eemeren and

    Grootendorst (1984, 1992, 2004; van Eemeren 2010; van Eemeren et al. 2014,

    pp. 517–613) and their co-authors. Despite the increasing impact of computational

    methods on the field of argumentation theory in general, the pragma-dialectical

    theory has so far not been part of these new developments. To start changing this, a

    first preparatory step is made by formalising the discussion model that is at the core

    of the pragma-dialectical theory; the ideal model of a critical discussion. This

    formal preparation is meant to simplify the subsequent development of computa-

    tional applications on a pragma-dialectical basis.

    Existing formalisations of the discussion model (e.g. Krabbe 2013; Visser 2015a)

    have focussed primarily on the dialectical dimension of the model—the critical

    norms of reasonableness—neglecting its pragmatic dimension—a speech act

    perspective on communication. In the current paper, the focus is widened to

    explore the pragmatic dimension, thereby bringing the formalisation closer to the

    full scope of the ideal model. How this speech act perspective can be accommodated

    in a formalisation of the discussion model, is the main topic addressed in this paper.

    In Sect. 2, I will discuss the goal of formalisation in preparation of computational

    application. In Sect. 3, I will introduce the incremental development of a dialogue

    game as formalisation of the discussion model. In Sect. 4, I will explain how the

    speech act perspective that is inherent in the discussion model is accommodated in

    the formalisation. In Sect. 5, I will specify the rules of a dialogue game for critical

    discussion taking into account the speech act perspective.

    2 Formalisation in Preparation of Computerisation

    In his 2014 keynote address opening the eighth conference of the International

    Society for the Study of Argumentation (ISSA), Frans van Eemeren (2015a)

    mentioned formalisation as one of the most important current topics in argumen-

    tation research. Formalisation can serve several purposes in argumentation theory.

    Most obviously perhaps, it can be seen as a next step in the development of a theory.

    Through formalisation, concepts and relations are defined very precisely, and

    models can be verified with mathematical means. This function of formal models

    J. Visser

    123

  • has been described by Krabbe and others (e.g., Krabbe 2006, pp. 195–197; Krabbe

    and Walton 2011, pp. 256–259) as an ‘abstract theoretical laboratory’. The

    ‘laboratory’ makes it possible, for example, to ‘experimentally’ test the instrumental

    validity of a model, in order to improve it on theoretical grounds. Additionally,

    formalisation can serve as a preparation for computerisation. The computational

    implementation of an informal model or theory implies a preparatory formalisation.

    Through formalisation, the concepts and ‘language’ of the theory are brought closer

    to the formal language inherent in computer programming. This last purpose of

    formalisation is the primary objective of this paper.

    The computational application of argumentation theory has enjoyed an increas-

    ing amount of attention over the last decade, not only from argumentation theorists,

    but also within the research field of Artificial Intelligence. Overviews of the state of

    the field, such as the chapter ‘Argumentation and Artificial Intelligence’ in the

    Handbook of Argumentation theory (van Eemeren et al. 2014, pp. 615–675), and the

    volume Argumentation in Artificial Intelligence edited by Rahwan and Simari

    (2009), show the broad spectrum of computational applications of argumentation

    theoretical notions and insights. Aside from the aforementioned e-learning and

    argument mining, there are, for example, computer programs to support legal

    practitioners in constructing and evaluating legal cases (e.g., Verheij 2005), medical

    applications where argumentation is used to improve the computerised distribution

    of donor organs (e.g., Tolchinsky et al. 2008), software programs to draw diagrams

    of argumentation structures (e.g., Gordon 2010), and online repositories of

    analytically annotated argumentative texts (e.g., Bex et al. 2013).

    Although various computational support tools could be of value to the pragma-

    dialectician, one of the most exciting is the automated analysis of texts. Existing

    approaches to argument mining allow the automated reconstruction of argumen-

    tative structures in large corpora of texts (e.g. Budzynska et al. 2014), but at the

    current stage of development, the resulting reconstructions are less elaborate and

    precise than the analyses of human scholars. Furthermore, to be a useful addition to

    the pragma-dialectician’s analytical toolbox, support software should use pragma-

    dialectical concepts and theoretical starting points, which is currently not the case.

    This second issue can be addressed by basing argument mining software on the

    pragma-dialectical method of analysis (which may additionally lead to progress on

    the first issue).

    The foundation of the pragma-dialectical method of analysis (van Eemeren and

    Grootendorst 1992; van Eemeren et al. 1993; van Eemeren 2010) is the ideal model

    of a critical discussion. Based on a critical conception of reasonableness (van

    Eemeren and Grootendorst 2004, pp. 16–17), the discussion model is a proposal for

    an ideal procedure for the resolution of differences of opinion in a reasonable way

    (ibid., pp. 42–68). The procedure is specified by means of fifteen ‘technical’ rules

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • for critical discussion (ibid., pp. 135–157), representing the ‘dialectical dimension’

    of critical discussion.1 The ‘pragmatic dimension’ consists of an amended

    integration of a Searlean speech act perspective on language use and a Gricean

    conception of communicative interaction (van Eemeren and Grootendorst 1992,

    pp. 49–55).2

    Inspired by the later Wittgenstein’s (1953) shift towards the study of meaning in

    action, Speech Act Theory (Austin 1962; Searle 1969) considers communication to

    not merely consist of the use of truth-conditional statements, but rather of

    performing dialogical actions with the potential of changing (communicative)

    reality. The basic idea is that of doing things with words: acting through speech.

    Speech acts are analysed in terms of their communicative force—what act is

    performed—and their propositional content—what the act is about. Examples of

    stereotypical speech acts are giving advice, issuing a warning, making a promise,

    giving orders.

    An amended version of Speech Act Theory (van Eemeren and Grootendorst

    1984, pp. 19–46), integrated with a Gricean conception of cooperation in

    communicative events (1992, pp. 49–55), plays an important role in the pragma-

    dialectical theory. Discussion moves are realised by means of speech acts in a

    critical discussion (van Eemeren and Grootendorst 2004, p. 62), and the speech act

    perspective is essential in the reconstruction of the so-called ‘unexpressed premises’

    that constitute the justificatory force of argumentation (van Eemeren and

    Grootendorst 1984, pp. 119–149). Because the speech act perspective is an inherent

    part of the ideal model of a critical discussion, it should also be accounted for in a

    formalisation of that model. Before turning to the accommodation of the speech act

    perspective, I will introduce the general idea of a formalisation.

    3 A Dialogue Game as Formalisation of Critical Discussion

    The formalisation of critical discussion is developed as a dialogue game. A dialogue

    game is a formal rule system, defining a set of dialogues that can be ‘played out’.

    The rules of the game determine which moves can be made by which player, at

    which moment and to which effect on the developing dialogue. Additionally, the

    rules state the goal of the dialogue and when this goal is realised. An elaboration on

    the later Wittgenstein’s (1953) goal-driven and isolated ‘language games’, systems

    of formal dialectic and dialogue games have been employed by philosophers to

    study the dynamics of reasoning and dialogue (e.g., Hamblin 1971; Lorenzen and

    Lorenz 1978; Walton and Krabbe 1995). Based on these philosophical studies,

    1 The fifteen Rules should not be confused with the ten ‘practical’ commandments for reasonable

    discussants (van Eemeren and Grootendorst 1992, pp. 208–209), which are intended as practical rules of

    thumb for conducting, analysing and evaluating argumentative discussions. To distinguish the fifteen

    Rules of the ideal model from the rules of the dialogue game (Sect. 5), they are referred to as ’Rules’ with

    a capitalised ‘R’.2 The pragmatic dimension should not be mistaken for one aimed at practical reasoning or action-

    oriented decision-making. In the sense intended here, ’pragmatic’ refers to the traditional distinction

    within linguistics between syntax, semantics and pragmatics (cf. Levinson 1983).

    J. Visser

    123

  • dialogue games are now also commonly used in Artificial Intelligence to model

    dialogue and communication in multi-agent systems (cf. Norman et al. 2004;

    McBurney and Parsons 2009; Prakken 2009).

    The dialogue formalisation of critical discussion that is developed in this paper, is

    intended to be ‘formal’ in three senses. First, the formalised model has to be

    procedurally regimented (formal3 in the taxonomy by Barth and Krabbe 1982,

    pp. 14–19; Krabbe 1982) and a priori or normative (formal4, or ‘formal’ as Hamblin

    (1970, p. 256) contrasts it to descriptive models which are based on empirical

    observation). Krabbe and others (Krabbe and Walton 2011, p. 246; Krabbe 2012,

    p. 12; van Eemeren et al. 2014, p. 304) have noted that the existing pragma-

    dialectical ideal model is already formal in these two senses. Additionally, the

    dialogue game should be formal in a third sense, in which the original ideal model is

    not formal: the rigid definition of well-formed linguistic expressions and the way in

    which these can be combined (formal2).

    An earlier proposal to formalise the ideal model of a critical discussion by

    Krabbe (2012, 2013), has the same objective: making the system formal2. While

    Krabbe’s approach and his resulting dialogue system CD1 are very insightful (and

    forms a valuable point of departure for my own formalisation), I believe the

    formalisation can stay closer to the original ideal model. As Krabbe (2013,

    pp. 240–241) already acknowledges, his formalisation diverges from the original

    ideal model in several respects. First—and foremost within the context of the

    present paper—Krabbe’s formalisation deals with the dialectical dimension of the

    ideal model, at the expense of the role of speech acts. Second, CD1 allows for series

    of moves, instead of enforcing a strict turn-based procedure. Third, in the case of

    argumentation with a complex propositional content, the elementary propositions

    are attacked one by one. It is my intention that the dialogue game developed in this

    paper: (1) also incorporates the pragmatic dimension of critical discussion, (2)

    adheres to strict turn-taking, and (3) allows the casting of doubt on the complete

    propositional content of argumentation in one move.

    Krabbe mentions a fourth way in which his CD1 would diverge from the ideal

    model: by interpreting intersubjective procedures as means of defence for the

    protagonist. Contrary to Krabbe’s concern, in this respect CD1 appears to be in line

    with what van Eemeren and Grootendorst say with respect to the intersubjective

    identification procedure (and which they reassert for the other procedures): ‘‘This

    method of defence on the part of the protagonist therefore consist of a joint check

    being carried out at his request’’ (1984, p. 166, emphasis added).

    In the concluding section of this paper, I will evaluate whether my proposal

    manages to stay closer to the ideal model in these respects than Krabbe’s. In any

    case, differences in some properties and aspects between the formalisation and the

    ideal model are unavoidable and to be expected. The divergence could be the result

    of the streamlining inherent to the formalisation of informal models: the

    expressiveness of formalisms is usually more limited than that of natural language.

    Formal models have to be fully explicit and free of ambiguity to define what is part

    of the model and what is excluded. This restricted expressiveness means that the

    formalisation is stricter than the original ideal model. However, if the formalisation

    yields a result that diverges from the original ideal model, this could also be an

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • indication of an imperfection or obscurity in the original model (cf. the laboratory

    function mentioned in Sect. 2).

    My formalisation of critical discussion is not developed in its entirety in one go.

    Instead, a dialogue game is systematically built up, starting from a simplified basis

    to which additional features are gradually added by extending and changing the

    dialogue game rules. In this step-by-step fashion, the dialogue game increasingly

    does justice to the full scope of features of the ideal model. This incremental

    approach has the practical advantage of decomposing a large task into many smaller

    constitutive tasks, which can be carried out at different times and by different

    people. A second advantage [also mentioned by Krabbe (2013, p. 241)] is of a

    theoretical nature: by gradually increasing the complexity of the dialogue game, the

    properties of the model can be studied in isolation from other features of the model

    that may otherwise complicate the investigation (cf. the ‘laboratory function’ of

    formal models mentioned in Sect. 2).

    The foundation of the incremental development is made up by the basic dialogue

    game for critical discussion (Visser 2015a, b). The scope of the basic formalisation

    is restricted to represent only a simplified core of features of the ideal model of a

    critical discussion. Based on these restrictions, the dialogue game is defined through

    five categories of rules. There are rules for the initial state of the game (see also

    Sect. 5.1), for the available moves (see also Sect. 5.2), for the commitments that

    moves result in (see also Sect. 5.3), for the possible sequences of moves (see also

    Sect. 5.4), and for the way in which the game ends (see also Sect. 5.5).3

    The first important simplification of the basic dialogue game with respect to the

    ideal model is its aforementioned restriction to the dialectical dimension. While the

    pragmatic dimension is attended to in the present paper, the additional ‘rhetorical

    dimension’ still remains unattended. Within the pragma-dialectical theory, the

    rhetorical dimension is concerned with the strategic manoeuvring of discussants and

    the influence of the institutional context on the discussion (van Eemeren 2010).

    Analogous to this rhetorical aspect of the effective means of persuasion in

    communicative activity, players of the dialogue game also have to make choices

    about their next move. Although the strategies that players employ to improve their

    chances of winning the dialogue game may be modelled using game theory (e.g.,

    Rahwan and Larson 2009), they are not considered an intrinsic part of the rules of

    the game itself (cf. Jacobs and Jackson 1982). Rather they have to do with the

    constitution of the players of the dialogue game, which is not defined by the rules.

    In the ideal model, discussants are presumed to be human interlocutors. Because

    the dialogue game is intended as a preparation for computational application, no

    such assumption is made here. The dialogue game should be such that in principle

    both human and artificial agents can play it. Which mechanisms either sort of player

    employs to internally represent the state of the game, how they determine their

    strategy, and how they keep track of their own and their opponent’s commitments is

    not specified in the rules of the game. In the case of human agents, their internal

    3 With the exception of the commencement rules, this way of specifying a dialogue game follows the

    ’standard framework’ of locution rules, commitment rules, structural rules and win-and-loss rules, albeit

    with slightly different labels (cf. Walton and Krabbe 1995). The category of commencement rules is also

    part of McBurney and Parsons’ (2009, p. 265) generic framework for the specification of dialogue games.

    J. Visser

    123

  • constitution is a topic for psychologists, and in the case of artificial agents, it is a

    topic for software engineers. The rules of the dialogue game do not refer to the

    internal state or beliefs of the players, but only take into account the commitments

    that the players externalise during the game.4

    As a further simplification, the dialogue game represents only two of the four

    discussion stages distinguished in the ideal model: only the argumentation stage and

    the concluding stage of critical discussion are part of the dialogue game. The

    confrontation stage, in which the nature of the difference of opinion is externalised,

    and the opening stage, in which the starting points of the discussion are set, are only

    accounted for through the assumptions made in the ‘commencement rules’ for the

    initial state of the dialogue game.

    The exclusion of the confrontation stage, means that the initial situation of the

    dialogue game is different from existing dialogue games in which the disputed issue

    still has to be established in the first moves of the game, such as in Mackenzie’s

    (1979) DC or in Rescher’s (1977) formal disputations. The assumed outcome of the

    confrontation stage, as reflected in the commencement rules, is that a single positive

    standpoint has been advanced and cast doubt on. This simplification constrains the

    dialogue game to single non-mixed differences of opinion about one positive

    standpoint, thereby excluding differences of opinion about more than one or about

    negative standpoints.

    The first assumed outcome of the opening stage is that the players agree to only

    use single argumentation, which may be criticised only by casting doubt, not

    through contradiction. This means that complex argumentation structures and

    (potentially mixed) sub-discussions are excluded (see also: Visser 2013).5 The

    second assumption is that the justificatory force of the single argumentation may

    only be based on the inference rules of classical propositional logic (e.g., modus

    ponens). This simplifying assumption with respect to the underlying logic does not

    preclude the later introduction of more complex or nuanced systems into the

    dialogue game, such as non-monotonic systems for defeasible reasoning (e.g.,

    Pollock 1987; Dung 1995), or the pragma-dialectical argument schemes with

    accompanying critical questions (van Eemeren and Kruiger 1985; van Eemeren and

    Grootendorst 1992; Garssen 1997). The assumed simplifying outcomes of the

    confrontation stage and of the opening stage result in a dialogue game formalisation

    of the dialectical dimension of the argumentation stage and the concluding stage of

    a consistently non-mixed discussion about one positive standpoint which is

    defended with a single justificatory argument. In the remainder of this paper, the

    addition of the pragmatic dimension is explored.

    4 This exclusive focus on externalised commitment implements van Eemeren and Grootendorst’s (2004,

    pp. 53–55) meta-theoretical principle of ‘externalisation’.5 Van Eemeren and Grootendorst (1984, pp. 78–83) follow a similar approach in their introduction of the

    ideal model of a critical discussion, by starting with an elementary discussion from which more complex

    discussions can be composed.

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • 4 Accommodating a Speech Act Perspective in the Dialogue Gamefor Critical Discussion

    Van Eemeren and Grootendorst (1984, pp. 98–112) describe the distribution of

    different (types of) speech acts over the four stages of the ideal model and give an

    overview of the functions the speech acts have in critical discussion. In this way,

    every (dialectical) discussion move in the ideal model is associated with a particular

    (type of) speech act prototypically used to realise it. These associated speech acts

    form the basis for the extension of the dialogue game rules.

    Taking account of the speech act perspective will mainly affect two of the five

    categories of dialogue game rules. In comparison to the existing basic dialogue

    game, the rules for the initial state of the game (Sect. 5.1), for the possible

    sequences of moves (Sect. 5.4), and for ending the game (Sect. 5.5) remain largely

    unchanged. The amendments to the ‘move rules’ (Sect. 5.2) reflect the speech acts

    that are associated with the realisation of discussion moves in the ideal model.

    Paraphrases in natural language are added to each move as well. The ‘commitment

    rules’ (Sect. 5.3) reflect the relevant felicity conditions of the associated speech acts.

    Every speech act comes with a number of conditions that should be fulfilled for

    the speech act to be performed felicitously, the ‘felicity conditions’ (Searle 1969;

    van Eemeren and Grootendorst 1984, pp. 19–46). According to van Eemeren and

    Grootendorst (1992, p. 50), listeners can, in ordinary situations, assume a speaker to

    ‘‘be clear, honest, efficient and to the point’’ (the ‘Communication Principle’). This

    leads to a speaker’s commitment that the felicity conditions of the speech act he

    performs are expected to be fulfilled. As van Eemeren and Grootendorst (1992,

    p. 30) explain: ‘‘The listener is entitled to assume that a speaker who has asked a

    question is interested in the answer, that a speaker who has made an assertion is

    convinced that this assertion is true, that a speaker who has promised something

    really intends to do it, and so forth.’’

    There can nevertheless be a discrepancy between the speaker’s and the listener’s

    perspective on the status of the felicity conditions (van Eemeren and Grootendorst

    1989). If the listener has doubt regarding the fulfilment of a condition, this can give

    rise to a difference of opinion. In this way, the felicity conditions of speech acts

    contribute to the ‘disagreement space’, the collection of potentially contentious

    propositions in a dialogue (van Eemeren et al. 1993, pp. 102–104). If the fulfilment

    of a felicity condition is indeed disputed by the listener, the speaker should justify

    his presumption that the felicity condition could be considered to be fulfilled (cf.

    Jackson 1992, p. 260). The propositional content of the standpoint of which the

    acceptability is at issue in the resulting difference of opinion consists of a

    proposition expressing the fulfilment of the felicity condition under consideration

    (cf. van Eemeren and Grootendorst 1984, pp. 95–98; Houtlosser 1995, pp. 65–91;

    van Eemeren 2015b, pp. 331–345). In the dialogue game such propositions

    expressing the fulfilment of felicity conditions will be used to represent the

    J. Visser

    123

  • commitments that players acquire as the result of making a move (see Sect. 5.3).6

    Van Eemeren and Grootendorst (1984, pp. 95–118, 2004, p. 68) explain that, in

    the argumentation stage, speech acts of the class of assertives are used to advance

    argumentation (technically constituting an illocutionary act complex), commissives

    are used to accept or reject argumentation, and directives are used to request

    additional argumentation. In the concluding stage, assertives are used to maintain or

    retract standpoints, and commissives are used to accept or reject standpoints. In all

    stages of a critical discussion, discussants can also request and perform usage

    declaratives to ask for or provide clarification, explication, disambiguation, etc. (van

    Eemeren and Grootendorst 1984, pp. 109–110). While usage declaratives can

    contribute to the resolution of differences of opinion, there are no moves in the

    dialogue game representing these speech acts. The dialogue game is such that all

    moves are fully explicit to begin with, under the assumption that it is also clear what

    propositions refer to (see Sect. 3). This obviates the need for usage declaratives.

    Although in principle it is possible to incorporate usage declaratives and requests for

    such, this would severely affect the dynamics of the game, making the sequential

    structure less clear. How the other speech acts are represented in the dialogue game

    formalisation is explained in the next section.

    5 The Extended Rules of the Dialogue Game for Critical Discussion

    Before turning to the dialogue game rules, a preliminary assumption is made about

    the way the rules can express what the discussion is about. The rules assume there to

    be some formal propositional language l that can be used to express the content ofmoves and of commitments in the dialogue game. Because the particular

    composition of l is not the main concern in the current study, no formal definitionof l will be provided. It should be sufficient to think of l as a propositionallanguage consisting of (an infinite number of) propositions, two connectives, ) and&, and the auxiliary symbols (and). The propositions can be considered to refer to

    (atomic or molecular) sentences of classical propositional logic (i.e., l can bethought of as a meta-language ‘about’ propositional logic).

    The first connective, &, can be used to conjoin two propositions of l. Thesecond connective, ) , composes two propositions A, B [ l into A ) B (to beread as ‘‘A therefore B’’). A ) B expressed the justificatory force of the firstproposition for the second: claiming that B may be inferred from A in the reasoning

    system (or logic) which l is a meta-language of. The assumption of propositionallogic (see Sect. 3) as the underlying system means that any use of A ) B can beinterpreted as denoting the application of some propositional rule of inference to the

    effect that the acceptability of A justifies the acceptability of B. Without going into

    detail about specific rules of inference, it is sufficient to assume there to be some

    methods, external to the dialogue game, which the players can call on to determine

    6 The conception of felicity conditions in terms of propositions that speakers become committed to is

    also conveyed by others. According to Jackson (1985, p. 128), for example: ‘‘the performance of any

    [speech] act is seen as committing the speaker, in principle to the … felicity conditions …, expressible aspropositions’’.

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • the acceptability of propositions and inferences in the dialogue game.7 The external

    methods are assumed to return a definitive positive or negative outcome.

    Propositional identity is restricted to each of the rules that follow—in other

    words, only within the scope of each rule it holds that A = A; it is not the case that

    the A in the first rule, B1, has to refer to the same proposition as the A in the last

    rule, T1; the letter is just a placeholder. Furthermore, within each rule any two

    different placeholders represent different propositions—in other words, within one

    rule it holds that A = B = C. Finally, to justify the adequacy of the proposedformalisation, reference will often be made to van Eemeren and Grootendorst’s

    (2004) book A systematic theory of argumentation. To keep the text more readable

    and concise, these references shall be abbreviated to ‘vEG 2004’ with the relevant

    page number.

    5.1 Beginning the Dialogue Game

    The commencement rules determine the initial state of the game before the first

    move is made. Because the confrontation stage and the opening stage of critical

    discussion are not explicitly modelled here, the outcomes of these stages are taken

    to be part of the initial state of the dialogue game. Based on the assumed outcome of

    the confrontation stage the dialogue game is played by two players to assess the

    tenability of one positive standpoint. The propositional content of the standpoint is

    specified in rule B1 as the initial expressed opinion (van Eemeren and Grootendorst

    1984, p. 89). The expressed opinion, according to van Eemeren and Grootendorst

    (1984, p. 5), ‘‘may refer to facts or ideas […] actions, attitudes, and so on’’, and cantherefore be any proposition of l (thereby also adhering to Rule 1 of the idealmodel (vEG 2004, p. 136) which ensures that there are no special conditions for

    standpoints).

    B1 initial_expressed_opinion = A [ l

    Based on the first of the assumed outcomes of the opening stage, the two players are

    labelled Prot and Ant in rule B2.8 These labels match the division of discussion

    roles of respectively protagonist and antagonist that discussants agree upon in the

    opening stage of critical discussion [cf. Rule 4 of the ideal model (vEG 2004,

    p. 142)]. The protagonist player, Prot, defends a positive standpoint with respect to

    the initial expressed opinion in the argumentation stage, whereas the antagonist

    player, Ant, critically assesses this defence in view of her doubt about the initial

    expressed opinion.

    B2 Players = {Prot, Ant}

    7 The external methods are closely related to the intersubjective identification, inference and testing

    procedures of the ideal model (van Eemeren and Grootendorst 2004, pp. 145–150).8 For the sake of clarity, player Prot will be referred to with male pronouns, and Ant with female

    pronouns (following the standard way of referring to proponents and opponents in the literature on formal

    dialectics and dialogue logic).

    J. Visser

    123

  • A second outcome of the opening stage is the agreement on a set of mutually

    acceptable material and procedural starting points. In the dialogue game B3

    represents the material starting points as a (static) set SP of propositions that are

    considered acceptable by both players. Because critical discussants need at least one

    shared material starting point to have a meaningful discussion (vEG2004, p. 139),

    SP is taken to be non-empty.

    B3 SP = Ø

    The procedural starting points are, for the moment, included in the dialogue game as

    three meta-principles. These principles supersede all the particular rules of the

    dialogue game and can be considered as higher order rules. First, perhaps obviously,

    the players have to play by the rules of the game—in other words: cheating is not

    possible [in line with Rule 5 of the ideal model (vEG2004, p. 143)]. Second, the

    game is turn-based. This means that players take turns in which they must make

    exactly one move and then pass the turn to the other player, who subsequently does

    the same [following Rule 13 of the ideal model (vEG2004, p. 154)]. Third, the

    players have agreed upon some specific reasoning system (for example proposi-

    tional logic) and an accompanying method to check the acceptability of inferences

    appealed to [cf. Rules 5 and 8 of the ideal model (vEG2004, pp. 143–150)].

    Finally, the goal of the dialogue game has to be clear: resolving a difference of

    opinion about a positive standpoint with respect to some proposition, through Prot’s

    advance of argumentation in defence of the acceptability of that proposition, and

    Ant’s critical reaction to the argumentation. Unsurprisingly, this goal is very similar

    to that of (the argumentation stage of) critical discussion (cf. vEG2004, p. 61).

    5.2 Moves

    The moves players can make are of the form type(p, ‘‘Paraphrase’’, A) or type(p,

    ‘‘Paraphrase’’, A, B), where type indicates the function of the move, p [ Playersdenotes the player making the move, Paraphrase is a description of the move in

    natural language, and A, B [ l is the propositional content of the move. In the rulesthat follow—M1 to M8—all but one of the moves refer to one proposition, which

    can be atomic or in some cases molecular. One of the moves (M1) makes reference

    to two propositions. In accordance with Rule 13a of the ideal model (vEG2004,

    p. 154), which prohibits the repetition of speech acts, every unique instantiation of a

    move can only occur once per game. This means that no specific combination of the

    elements that make up a move may be repeated during the course of one game.

    The different type’s of the moves are based on the speech acts that play a role in

    critical discussion and on the dialectical requirements of the fifteen Rules of critical

    discussion. For example, the type of the move in rule M1, argue, is a representation

    of the speech act complex ‘argumentation’ in the ideal model, and the type of the

    move in rule M5, doubt, represents the illocutionary negation of an assertive used to

    indicate non-acceptance in the ideal model.

    The Paraphrase’s of the moves are standardised utterances that uniquely identify

    the moves, without using the fully explicit (technical) form. They are inspired by the

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • ‘standard paraphrases’ that van Eemeren and Grootendorst (1984, pp. 112–118)

    introduced for the speech acts relevant to critical discussion. Besides clarifying the

    function of a move, the Paraphrase’s may facilitate natural language interfaces,

    should the dialogue game be implemented in a computer system.

    The dialogue game for critical discussion is asymmetrical with respect to the

    roles of the two players (cf. vEG2004, p. 142). This results in there being three sets

    of moves: one for each of the players, depending on their role, and there is one move

    that is available to both players. Player Prot has the moves in rules M1–M5 at his

    exclusive disposal to defend his standpoint, and Ant makes exclusive use of M6 and

    M7. Both players can use move M8.

    The first move is perhaps the quintessential move of the dialogue game. By

    means of M1, Prot can put forward argumentation in support of the initial_ex-

    pressed_opinion at issue, in accordance with Rule 6a (vEG2004, p. 144). This is

    where it becomes relevant that A = B. To prevent circular reasoning, Prot may notinstantiate both A and B with the initial_expressed_opinion. Otherwise, the

    standpoint would support itself.

    M1 argue(Prot, ‘‘My argument for … is …’’, A, B)

    To defend his argumentation, Prot can use M2 and M3 to initiate respectively the

    agreed upon intersubjective identification procedure to assess the acceptability of

    the propositional content of his argumentation, or the intersubjective testing

    procedure to assess the acceptability of the justificatory force. These moves are

    based on Rules 7a (vEG2004, p. 147) and 8a (vEG2004, p. 150) of the ideal model.

    Even though the intersubjective procedures are performed mutually by the two

    players, they are assumed to be initiated by Prot (cf. van Eemeren and Grootendorst

    1984, pp. 166–169).

    M2 identify(Prot, ‘‘I invoke the intersubjective identification procedure to verify the acceptability of

    …’’, A)M3 test(Prot, ‘‘I invoke the intersubjective testing procedure to verify the acceptability of …’’, A ) B)

    When his argumentation or standpoint turns out to be untenable, Prot can use M4 to

    retract his commitment to it. It is important to note that the object of the retraction is

    not the earlier move, because what has been said cannot be ‘unsaid’: once made, a

    move stays on the record. In other words, the dialogue game is cumulative with

    respect to moves (cf. Woods and Walton 1978). What is retracted, is a proposition,

    A, to the effect of the player giving up his commitment to the acceptability thereof

    (see Sect. 5.3). The explicit retraction of his argumentation by Prot is an addition in

    the dialogue game that is not based on a direct corollary speech act in the ideal

    model. The move has been added to accommodate the right to retract argumen-

    J. Visser

    123

  • tation, as guaranteed by Rule 12 of the ideal model (vEG2004, p. 153).9 The

    possibility to retract a standpoint is necessary because of Rule 14a (vEG2004,

    p. 154) that requires the retraction of standpoints that have been conclusively

    attacked.

    M4 retract(Prot, ‘‘I am no longer of the opinion that …’’, A)

    Contrary to a retraction, Prot can use a maintain-move M5 to maintain his

    standpoint after a conclusive defence thereof. According to Rule 9a of the ideal

    model (vEG2004, p. 151), a standpoint is conclusively defended if the acceptability

    of the propositional content and the acceptability of the justificatory force of the

    argumentation have been successfully defended. The maintain-move is also Prot’s

    way of transitioning from the argumentation stage to the concluding stage, as is also

    shown in the dialectical profile of the concluding stage of a critical discussion (van

    Eemeren et al. 2007, pp. 224–225).

    M5 maintain(Prot, ‘‘I maintain my standpoint with respect to …’’, A)

    To critically test Prot’s defence of the standpoint, player Ant can use the moves in

    rules M6, M7 and M8. According to M6, Ant can cast doubt on the acceptability of

    the propositional content or the justificatory force of an argument, a right awarded to

    her on the basis of Rule 10 (vEG2004, p. 152) of the ideal model. If the

    propositional content of the doubt-move is made up of the initial_expressed_opin-

    ion, then the doubt-move also serves as counterpart to Prot’s maintain-move and

    progresses the discussion to the concluding stage, this time in Ant’s favour.

    M6 doubt(Ant, ‘‘I doubt whether … is acceptable’’, A)

    According to van Eemeren and Grootendorst (2004, p. 143), the antagonist also has

    to be able to retract doubt about, and thereby accept, argumentation or standpoints

    [see Rule 14b (vEG2004, p. 154)]. This accept-move is handled by rule M7.

    M7 accept(Ant, ‘‘I accept that …’’, A)

    Available to both players, move M8 accounts for Rules 7 and 8 (vEG2004,

    pp. 147–150) of the ideal model. These Rules concern the successful defence and

    attack of, respectively, the propositional content and the justificatory force of the

    argumentation. The propositional content is successfully defended if the intersub-

    jective identification procedure yields a positive result (Rule 7a) and successfully

    attacked otherwise (Rule 7b). The justificatory force is successfully defended if the

    intersubjective testing procedure yields a positive result (Rule 8a), and successfully

    attacked otherwise (Rule 8b). Prot can request Ant to resolve a positive outcome of

    an intersubjective procedure (cf. the preliminaries at the beginning of Sect. 5) by

    9 In Sect. 5.4, another advantage of the addition of the explicit retraction of the argumentation will

    become clear. Making this move explicit circumvents a prima facie conflict between the progression from

    the argumentation stage to the concluding stage and Rule 13 of the ideal model (vEG2004, p. 154).

    According to van Eemeren et al. (2007, p. 224) the progression between the stages may result in one

    discussants making two consecutive discussion moves, while Rule 13 prohibits discussants from making

    two moves in a row.

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • accepting the argumentation now that it was successfully defended against an

    attack. Analogously, in the case of a negative outcome of an intersubjective

    procedure, Ant can request Prot to resolve the outcome by retracting what was

    successfully attacked.

    M8 resolve(p, ‘‘I request resolution with respect to …’’, A)

    5.3 Commitments

    By making moves, players change the state of the game. As will become clear in

    Sect. 5.4, every move determines the possible moves the other player can make in

    the next turn. Additionally, some moves result in certain dialogical commitments for

    players. These commitments are the positions that players can be held account-

    able for as a result of the moves they make. The commitments are represented as

    propositions the acceptability of which a player has to argumentatively defend if

    prompted to do so (cf. van Eemeren and Grootendorst 1992, p. 38). The propositions

    players become committed to are kept track of in personal commitment stores (cf.

    Hamblin 1970, p. 257). The players’ commitment stores in the dialogue game take

    the form of two sets, CSp,t, of propositions A, B, … [ l, for player p [ Players, andwith an index t [ N as a turn counter. Every turn the t counters of the commitmentstores are increased by one.10

    Based on the requirements at the beginning of the dialogue game, at t = 0, Prot’s

    commitment store CSProt,0 contains the shared starting points and the propositional

    content of the standpoint; initial_expressed_opinion [ l. The shared starting pointsare also contained in CSAnt,0, but initial_expressed_opinion explicitly is not—

    otherwise Ant would already be committed to the proposition under discussion when

    starting the game, preventing a difference of opinion from arising in the first place.

    Rules C1 and C2 specify the content of the commitment stores at t = 0.

    C1 CSProt,0 = SP [ {initial_expressed_opinion}C2 CSAnt,0 = SP

    During the game, some of the moves made in a turn t modify the players’

    commitments. Starting from a speech act perspective makes clear that commitments

    cannot be equated with moves, but should be treated separately. The moves in the

    dialogue game are based on the speech acts that are the prototypical realisations of

    discussion moves, while the commitments are based on the felicity conditions of

    those speech acts. In contrast to moves, commitments can be retracted (through

    rules M4 and C4), meaning that while the dialogue game is cumulative with respect

    to moves, this is not the case with respect to commitments.

    10 In the dialogue game, only dialogical commitments of the kind described are taken into account.

    Action and other commitments, such as obligations to do something in the future, or obligations outside

    of the discussion, are not taken into account. See Walton and Krabbe (1995) for a more detailed study of

    commitment.

    J. Visser

    123

  • In principle all dialogue game moves result in a number of commitments

    covering the felicity conditions of the relevant speech act. Nevertheless, the

    commitment rules currently only incorporate a small selection of these felicity

    conditions. This is a deliberate choice in order to keep the rules concise without

    impacting the game dynamics. Most of the commitments based on the fulfilment of

    felicity conditions would not play any part in the remainder of the dialogue game,

    because they are never referred to in the dialogue game rules. They would, on the

    other hand, cause the commitment stores to become cluttered with irrelevant

    commitments, making it harder to see how the dialogue progresses. Relevant for

    inclusion in the dialogue game, then, are only those felicity conditions that create or

    discharge dialectical obligations within the restrictions posed to the full extent of the

    ideal model in Sect. 3.

    Rules C3, C4 and C5 define the results of the three moves with relevant felicity

    conditions in terms of the players’ commitments. The moves are indicated before

    the » symbol, with the commitment store changes after it. Moves of the type retract

    delete a proposition from a commitment store, thereby removing the dialectical

    obligation to defend it, but potentially also cutting short a line of argumentative

    defence. Moves of the type accept add commitments, thereby limiting the

    possibilities of doubt and criticism. Moves of the type argue are based on the

    argumentation speech act complex, and cause the addition to the commitment store

    of two propositions expressing respectively the propositional content and the

    justificatory force of the argumentation (based on the felicity conditions that van

    Eemeren and Grootendorst (1992, p. 31) describe for the speech act complex). For

    all the other moves holds that CSp,t = CSp,t-1. In the case of a conjunction, the

    separate conjuncts are added to or deleted from a commitment store (i.e.

    conjunctions are eliminated prior to operations on the commitment store). To

    improve the readability, the paraphrases are omitted in the rules that follow.

    C3 argue(Prot, ‘‘…’’, A, B) » CSProt,t = CSProt,t-1 [ {B, B ) A}11

    C4 retract(Prot, ‘‘…’’, A) » CSProt,t = CSProt,t-1 - {A}C5 accept(Ant, ‘‘…’’, A) » CSAnt,t = CSAnt,t-1 [ {A}

    5.4 Sequences

    The dialogue game always starts with a move argue(Prot, ‘‘My argument for … is…’’, A, B) in which Prot advances a proposition B as a reason for the propositionalcontent A of the standpoint at issue. Which subsequent moves may be made,

    depends on the state of the game at the point when the move is considered. Three

    properties of the state of the game can be relevant in this respect. The move made in

    the preceding turn is always of importance. In some cases it is also important what

    the content of the players’ commitment stores is, or what the outcome of an external

    procedure is, in which case these conditions are also specified in rules S1–S8.

    11 Because CSProt,t and CSAnt,t are not multisets, a proposition can only be a member of the same set once.

    Any attempt to add a proposition to a commitment store of which it already is a member has no effect.

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • In the sequence rules, the b symbol can be read as ‘is a sanctioned continuation

    of the following moves’, meaning that a move before the b may be made in

    reaction to one of the moves following the b. The various preceding moves are

    listed as (a), (b), etc. Because the argue–move is always the opening move of any

    game, it may always be performed when no preceding move has been made. This is

    indicated in S1 by a null value.

    Some of the sequences are further restricted, indicated in the S-rules by a vertical

    line: |. After the |, the conditions are listed that have to hold for the sequence of

    moves to be legal. The colon : is used to indicate a particular substitution of a

    proposition in a move. For example, according to S7a, a move of the accept-type

    may be made in response to a move of the argue-type, provided the proposition in

    the accept-move is substituted with a conjunction of propositions representing the

    commitments to the propositional content and the justificatory force that result from

    the argue-move.

    S1 argue(Prot, ‘‘…’’, A, B) b(a) null | (A : initial_expressed_opinion)

    S2 identify(Prot, ‘‘…’’, A) b(a) doubt(Ant, ‘‘…’’, A) | ((A ) B) [ CSProt,t)

    S3 test(Prot, ‘‘…’’, A ) B) b(a) doubt(Ant, ‘‘…’’, A ) B)

    S4 retract(Prot, ‘‘…’’, A) b(a) doubt(Ant, ‘‘…’’, A)(b) resolve(Ant, ‘‘…’’, A)

    S5 maintain(Prot, ‘‘…’’, A) b(a) accept(Ant, ‘‘…’’, B & (B ) A))

    S6 doubt(Ant, ‘‘…’’, A) b(a) argue(Prot, ‘‘…’’, B, A)(b) argue(Prot, ‘‘…’’, B, C) | (A : (C ) B))(c) resolve(Prot, ‘‘…’’, B) | ((B ) C) [ CSProt,t; A : (B ) C))(d) resolve(Prot, ‘‘…’’, A ) B)(e) retract(Prot, ‘‘…’’, B) | ((B ) A) [ CSProt,t)(f) retract(Prot, ‘‘…’’, B ) A)

    S7 accept(Ant, ‘‘…’’, A) b(a) argue(Prot, ‘‘…’’, B, C) | (A : (C & (C ) B)))(b) identify(Prot, ‘‘…’’, A) | (A [ SP)(c) test(Prot, ‘‘…’’, B ) C) | (B ‘ C; A : (B ) C))12

    (d) resolve(Prot, ‘‘…’’, B) | ((B ) C) [ CSProt,t; A : (B & (B ) C)))(e) resolve(Prot, ‘‘…’’, B ) C) | (A : (B & (B ) C)))(f) maintain(Prot, ‘‘…’’, A)

    S8 resolve(p, ‘‘…’’, A) b(a) accept(Ant, …, A) | (p : Prot)

    12 The turnstile symbol ‘ indicates that B is actually (strictly) derivable from A in classical propositionallogic, due to the simplifying assumption from Sect. 3.

    J. Visser

    123

  • (b) accept(Ant, …, B ) C) | (A : B ) C; p : Prot)(c) identify(Prot, ‘‘…’’, A) | (A 62 SP; p : Ant)(d) test(Prot, ‘‘…’’, B ) C) | (B 0 C; A : (B ) C); p : Ant)

    The sequential structure of the dialogue game is visualised in Fig. 1.13 The nodes

    of the graph—the text boxes—represent the dialogue game moves. The edges—the

    arrows—represent the transitions between moves from one turn of the game to the

    next. The labels on the edges indicate which sequence rule the transition

    instantiates. The topmost node of Fig. 1 is the first move of the game (S1): Prot’s

    argumentation (M1). The route straight through the middle is the shortest, where Ant

    immediately accepts (M7) the argumentative defence of the standpoint (S7a).

    The possibility of Ant accepting the argumentation straight away reflects the

    absence of an obligation in the ideal model of a critical discussion to express

    criticism with respect to the argumentation provided (vEG2004, p. 151), as long as

    the argumentation is critically evaluated (vEG2004, p. 61). This latter requirement

    is met in the dialogue game by means of the interaction between rule S7a and rule

    C5. The first of these rules ensures that the propositional content of Ant’s accept-

    move is a conjunction of the propositional content and the justificatory force of

    Prot’s argumentation. The second of the two rules subsequently adds both conjuncts

    to Ant’s commitments, thereby committing Ant to the acceptability of both the

    propositional content and the justificatory force of the argumentation.

    Alternatively to accepting the argumentation, Ant can choose the routes on the

    left side or on the right side of Fig. 1, by casting doubt (M6) on respectively the

    propositional content (S6a) or the justificatory force (S6b) of Prot’s argumentation.

    In response to such doubt, Prot can either retract (M4) the propositional content

    (S4a) or the justificatory force (again S4a, but with a different substitution), or he

    can initiate (M2 and M3) one of the intersubjective procedure (S2 and S3).

    The intersubjective identification procedure is modelled in S7b and S8c as a

    simple check whether the proposition at hand is part of the set of material common

    starting points SP, an interpretation based on van Eemeren and Grootendorst’s

    explanation (2004, p. 146). In S7c and S8d, the intersubjective testing procedure is

    modelled as checking whether the initial expressed opinion can indeed be inferred

    from the propositional content of the argumentation. Depending on the outcome of

    the procedures, Ant either (S7b/S7c) accepts what she doubted before (M7), or (S8c/

    S8d) she requests Prot to resolve the outcome (M8).

    If the outcome of the intersubjective procedure was positive and Ant accepted,

    Prot can react (S8a/S8b) by requesting (M8) Ant to now accept his entire

    argumentation. Ant can subsequently (S7d/S7e) do so (M7), or, if she did not do so

    yet, she can shift to the other side of the figure by now casting doubt (M6) on

    another aspect of the argumentation (S6c/S6d).

    13 The visualisation is meant to elucidate the dynamics of the dialogue game. Its relation to the pragma-

    dialectical notion of ‘dialectical profile’, and a reconstruction of a natural language dialogue are provided

    elsewhere (Visser 2015b).

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • If, on the other hand, the outcome of the earlier intersubjective procedure was

    negative, and Ant requested resolution, Prot has to retract (M4) the propositional

    content (S4b) or justificatory force (S4b, with a different substitution) of his

    argumentation. When this latter situation is the case, or when Ant accepts the entire

    argumentation, the players may move to the concluding stage by either Prot

    maintaining (M5) his standpoint (S5), or Ant maintaining her doubt (M6) about it

    (S6e/S6f). In the first case, Ant is forced to now also accept (M7) the propositional

    content of the standpoint (S7f). In the second case, Prot is forced to retract (M4) his

    commitment to the propositional content of the standpoint (S4a). These two

    terminating moves can be seen at the bottom of Fig. 1.

    5.5 Ending the Dialogue Game

    The dialogue game ends when neither of the players has a way to continue the game

    in accordance with the rules, resulting in a win for one player and a loss for the

    Fig. 1 The sequential structure of the dialogue game for critical discussion

    J. Visser

    123

  • other. This situation occurs when Ant makes a move to accept the initial expressed

    opinion or when Prot makes a move to retract his commitment to the initial

    expressed opinion. Rule 14 of the Rules of the ideal model (vEG2004, p. 154) states

    that in the concluding stage of critical discussion the protagonist has to retract his

    standpoint or the antagonist has to retract her doubt on the basis of the outcome of

    the argumentation stage. In accordance with the concluding stage of the ideal model

    and in reference to Rule 9 (vEG2004, p. 151), Prot can win the dialogue game by

    successfully defending both the propositional content and the justificatory force of

    his argumentation for the standpoint, whereas Ant can win by successfully attacking

    either the propositional content or the justificatory force.

    There are several possible ways of specifying a dialogue game rule that

    determines who the winner of the dialogue game is. One way is to simply look at

    which player made the last move. However, in T1, winning and losing are defined

    on the basis of the players’ commitment stores in order to facilitate future

    extensions of the dialogue game—such as the inclusion of mixed differences of

    opinion, where both parties can advance argumentation in favour of conflicting

    standpoints. Termination rule T1 defines that, after making one of the finishing

    moves in turn t, if it is the case that initial_expressed_opinion [ CSAnt,t, then Protwins. In this case, Ant accepted the standpoint about A after a conclusive

    argumentative defence by Prot. In all other cases Ant wins, because Prot had to

    retract his commitment to A after a conclusive attack on his single argumentative

    defence.

    T1 Whenever a move retract(p, ‘‘…’’, A) or accept(p, ‘‘…’’, A) is made in turn t, then:if A = initial_expressed_opinion, then:

    if A [ CSAnt,t, winner = Prot,

    otherwise: winner = Ant;

    otherwise:

    continue playing the game with the next move

    6 Conclusion

    The specified dialogue game is part of a series of dialogue games, systematically

    geared towards the formalisation of the pragma-dialectical ideal model of a critical

    discussion. The incremental approach starts from a simplified, basic dialogue game

    for restricted critical discussion, to which more elaborate or complex features can be

    gradually added. Characteristic of the current incarnation of the dialogue game, and

    the central issue in the paper, is the addition of the speech act perspective that is

    inherent in the pragma-dialectical discussion model. This perspective is accommo-

    dated in the dialogue game by basing the moves on the speech acts that are

    prototypically used to realise the discussion moves in the ideal model, and by using

    the fulfilment of the associated felicity conditions as the basis for commitments in

    the dialogue game.

    Speech Acts in a Dialogue Game Formalisation of Critical…

    123

  • In Sect. 3, I laid down two more desiderata for the dialogue game formalisation

    of critical discussion. These had to do with maintaining strict turn-taking, and

    letting criticism target the full propositional content of argumentation instead of first

    decomposing potentially complex propositions. In both respects, the dialogue game

    for critical discussion seems to perform adequately. During each turn, a player may

    only make one move, after which the turn passes to the other player. Additionally,

    there can be no instance where one player has to take two turns in a row because the

    other player passes without making a move. Furthermore, when Ant casts doubt on

    the acceptability of the propositional content of the argumentation, the only way of

    doing this is by targeting the whole of the propositional content. Admittedly, this

    latter result is not of great value yet because of the current restriction to single

    argumentation. When complex argumentation structures, such as multiple or

    coordinatively compound argumentation, are introduced in the dialogue game, then

    this desideratum should be revisited.

    By accounting for the speech act perspective of critical discussion, the dialogue

    game is brought one step closer to being a formalisation with the full scope of

    features of the ideal model. Further extensions to the dialogue game are obviously

    still required, several of which have been alluded to in Sect. 3 of this paper. In

    addition, the dialogue game has to be computationally implemented to test whether

    it indeed forms an adequate preparatory step for the computational application of

    the pragma-dialectical theory.

    Acknowledgments I would like to thank the steering committee of the first European Conference onArgumentation (ECA) and the chair and members of the jury of the 2015 van Eemeren Prize for their

    encouragements. Additionally, I am grateful to my ECA commentator, Alice Toniolo, for her valuable

    comments and suggestions during the conference, to the two anonymous reviewers, and to Frans van

    Eemeren, Francisca Snoeck Henkemans and Bart Verheij for their advice.

    Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, dis-

    tribution, and reproduction in any medium, provided you give appropriate credit to the original author(s)

    and the source, provide a link to the Creative Commons license, and indicate if changes were made.

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    Speech Acts in a Dialogue Game Formalisation of Critical DiscussionAbstractIntroductionFormalisation in Preparation of ComputerisationA Dialogue Game as Formalisation of Critical DiscussionAccommodating a Speech Act Perspective in the Dialogue Game for Critical DiscussionThe Extended Rules of the Dialogue Game for Critical DiscussionBeginning the Dialogue GameMovesCommitmentsSequencesEnding the Dialogue Game

    ConclusionAcknowledgmentsReferences